Build

Holosmith - Raid Holosmith

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Gain Power equal to 3% of your PrecisionGain Ferocity equal to 3% of your Precision+10% Experience from Kills

Consumable

2% more damage when unbuffed (more dmg on crits)

Potent Superior Sharpening Stone

Potent Superior Sharpening Stone

Nourishment (1 h):

Gain power equal to 3% of your precisionGain power equal to 6% of your ferocity+10 Experience from kills

Consumable

2% more damage with bloodlust stacked (more power)

Usage

Overview

High damage build that offers the group fury, protection, many blast and projectile finishers and good CC.
The super-speed skill can grant the effect to the whole zerg.

At first glance this builds seems incredible fragile. That's why sustain is adressed first here.
As a zerg-build with mainly melee damage it is important to stay close to the commander.
With superspeed and holo-2 you have an easy time to keep up.

Sustain

Condition-Counter

: Leaving forge will convert 3 conditions into boons every 6 seconds

: Healing Turret removes 2 conditions from you and your group

: Sword-2 is up to 5 piercing projectile finishers with three targets each, allowing 15 finishers in close combat

A light-field and a well placed sword-2 will thus remove 15 conditions from you our allies close to the enemies hit.

Forge-1 deals the highest damage over time, while Forge-4 will bring more burst damage.

When over 100% heat, switch to your sword for 3

and 2

for more burst and burst/projectile finisher. 3 will grant you frenzy, so Forge-skills are a good choice to continue. Use sword-1

while cooling down to reduce sword-2 and -3 CD.

One of the biggest damage sources is prime light beam

. Try to save it for good situations! For example many enemies in one spot (stacking) , you above 50% heat and without preassure. Its initial damage goes against 5 targets, but its damage-ticking fields attack 5 people each. This easily targets the whole enemy zerg. Retaliation doesn't seem much of a problem in the current meta.

Hard Light Arena and

laser disk should only be used above 50% heat. Hard light arena provides group-fury and lasers disk deals damage passivly around you, even when elixier S is used.

Another source of fury for your group is the pack rune

. This results in almost 100% crit rate for you.

Thanks to the sigill of severance you will get a large damage increase when you interrupt foes. With 1s CD and 4s Buff uptime, you will have a large uptime of damage buff if you keep using your interupt skills before your burst damage skills.